Rat 41 CCM - AW a first attempt

Sounds good to me.

We will have fast units sooner or later of course. Rome has some very good early units such as the praetorian, but we need iron for that. Enslavers and chariots will help us too. By the way, if we can find ivory that would be great as elephants can be nasty with their +1hp.
 
0 3000 BC

Declare war on Indo-China. They have 2 cities.
[IBT]

1 2950 BC

Their Warrior merely fortified.

Rome now has one unhappy person, which MapStat is able to detect. Increase luxuries to 10% and +0 gpt.

With no known threats to our settler, wake the warrior in Rome to provide escort. Must increase luxuries to 30% to keep Rome stable with only one defender. The Wheel is 15 turns away, still at +0 gpt.
[IBT]
Apprentice in Milan.

2 2900 BC

Warrior and Settler now 2E of Rome.

Upgrade Apprentice to Worker for 0 gold.
[IBT]
Rome vArcher -> Roman Symbol in 2.

3 2850 BC

Fortify new Archer in Rome.

Warrior and Settler now 3E of Rome, find coastline and a BG.

Worker moves towards Rome.

Drop luxuries down to 10% with the second MP in Rome; science back up to 80%; The Wheel in 12, +0 gpt.
[IBT]
Looked like the Indo-China Warrior unfortified during the IBT, but now it is fortified again.

4 2800 BC

Warrior moves 1N, finds the coastline and three Whales. Move our settler 1N to take advantage of them. They will not be within the initial 9 tiles, but all three will become available with the first border expansion.

Worker moves towards Rome.

The Wheel in 11 turns.
[IBT]
Enslaver in Rome.

Rome: Roman Symbol -> vRomanSpear in 3.
Milan: Roman Symbol -> vRomanSpear in 10.


5 2750 BC

Worker walks through Rome and joins the current worker 2NW of Rome.

Enslaver moves 1N, 1NE, to be 1S of the Indo-China warrior.

Naples is founded, 2E-2NE of Rome and 3N-1NE of Milan. It is a coatal city. Roman Symbol in 5 turns. Warrior fortifies.

The Wheel is 9 turns away.
[IBT]
Rome grows to size 5.

6 2700 BC

vEnslaver is redlined by the rWarrior of Indo-China; no enslavement (1 of 1). Moves 1NW and discovers that the mountains go to the coastline.

New worker helps current worker mine; 2 turns.

Increase luxuries to 30% to keep Rome stable; The Wheel drops from 7 to 8 turns; still +0 gpt.

We are now allowed 28 units in free support, up from 22. Maybe each city supports 6, not 4, units? Then the math works out; the 'pedia just needs to be updated.

Rome is at 10 spt.
[IBT]
Rome: vRomanSpear -> vArcher in 2.

7 2660 BC

Third MP does not affect city happiness; fortify anyway.

Enslaver heals.
[IBT]

8 2620 BC

Enlaver heals.
Workers road together; 5 WTs to road, 3 turns working together.

Rome at 11 spt.

Per MapStat we see that Indo-China now has 3 cities, too.
[IBT]
Rome vArcher -> vArcher in 2.

9 2580 BC

Fortify new Archer. Wake Spear and send him to protect our workers.

Enslaver heals.
[IBT]
Naples: Roman Symbol -> rWarrior in 5 (placeholder).

10 2540 BC

Fortify Spear with Workers; they finish their road this IBT.

Enslaver is healed. Move 1W, cannot enter mountains (drat, I thought they could), 1S towards Rome and the workers.

The Wheel in 4 turns.

And the save is attached.
 
Roman Empire 2540 BC
Spoiler :

Rome_2540BC.jpg



Not too much went on. We won a battle with our Enslaver, but enslaved nothing. We built Naples. We have our second worker. Both workers are 2NW of Rome.

Naples is building an rWarrior at the moment. In a C3C AW game that would be bad; here I am not so sure. The other non-unit choices were The Colossus or Slavery. No shields are invested in this build.

In Rome we are working a one-food forest tile. If we work a BG, we get two food but only one shield and Rome now grows in 2 turns not 3. Losing that shield drops us back to 10 spt and does not lose us any production speed.

Unit Support Issue
The unit support in-game does not match unit support in the 'pedia. Despotism is 10 free units plus 4 for each city. That would give us 22 units in free suppport (Despotism and 3 cities). Instead we have 28 units in free support.

Military
01 Workers
03 Warrior
02 Archer
01 Enslaver
01 Southeuropean Worker
02 Roman Spear

Current Units: 10
Allowed Units: 28
Support Costs: 00 gpt
 
lurker's comment: Oh good this game got up and running quickly.:goodjob: Looking forward to an always war game in this genre.

quick question - can this be played at wussy levels? I am tempted to try this mod. need to take Cbob's links and learn a bit more first but it looks tempting.
 
lurker's comment: Oh good this game got up and running quickly.:goodjob: Looking forward to an always war game in this genre.

quick question - can this be played at wussy levels? I am tempted to try this mod. need to take Cbob's links and learn a bit more first but it looks tempting.

You have your own biq, so you can play any level you want.
 
lurker's comment: thank you. I am dl'ing now but it takes a while to git 'er done :lol:
 
iirc Slavery is a small wonder that adds 1 shield, but you lose 1 culture. It has no maint of course, so it could be useful to get the spt to divisible number for a longer term built. Say you had 9spt and needed 10spt for a given unit.

Since structures have no maint you tend to slap them up in non AW games. Here you can do it to slow down the support cost later in the game. IOW slip in something between troops builds.
 
That looks fine. :goodjob: I wish Naples were on a bigger peninsula, but OTOH we had no right to expect three whales.

I've got it.

quick question - can this be played at wussy levels?

Sure; all difficulty levels are available. I believe you are locked into facing all thirty rivals, though.
 
2540 (0): I change Naples to a long-term slavery build. I don't know that this is right, but pumping out regular units goes against the grain, and I believe in using the early lull in AW to get some infrastructure built.

Rome spearman --> slavery (Royal Stables pre-build).


2500 (1): Not much.


2460 (2): Milan spearman --> archer.

Wheel --> Writing, due in 28 turns (but this should improve).


2420 (3): We begin a little exploration around Milan with a warrior. Obviously we won't send him far, but we have to have some idea about future city sites.

Milan gets its first cultural expansion.

Rome ROYAL STABLES --> spearman.

Milan apprentice --> worker next turn.


2380 (4): Two Siamese warriors appear NW of Rome. For the moment they're on a mountain and can't be attacked.


2340 (5): The Siamese warriors move onto grassland, and we expunge them with a slaver and an archer (2-0). The slaver promotes to elite but doesn't take a slave. Leaving the second warrior to give the slaver another chance next turn wasn't an option, since it might have pillaged a developed tile.

Excellent--our reconnaissance beyond Milan reveals spices.

A Viking galley, or this mod's equivalent, appears off Naples, coming from the south. The Vikings don't have WC or BW, but do lead us by Masonry, Pottery, and the Sail. They have three cities, predictably. We declare war.

We send the worker in Milan to join the two outside Rome. This mod almost enforces stacking of workers.

Rome spearman --> slavery. With not much action yet the time seems right for this build, which we can complete in four turns.


2300 (6): I may have missed the birth of another slaver. Anyway, we have two now.


2260 (7): A Carthginian warrior appears in the mountains NW of Rome--the same place the Siamese have been arriving. The Carths have all five first-tier techs we lack, showing how quickly the AI civs trade amongst themselves and how much we're going to need the GLib. Hannibal has three cities. We declare war.

The Siamese complete the Pyramids, so we'll have them for most of the game unless we're completely crushed. This influences our thinking about builds more than it would in C3C, since in CCM granaries are actually good builds in most cities. The Temple of Artmemis, the Colossus, and Stonehenge then all fall to civs we haven't met in the cascade.


2220 (8): Six Siamese warriors appear, NW of Rome as usual.

We assail a stack of four Siamese warriors and get three excellent results, with two archers promoting to elite and one slaver taking a slave, though the other slaver redlines and retreats (3-0).

Naples gets its first cultural expansion and can work its whales.


2180 (9): The three surviving Siamese warriors scatter. Our elite slaver smites one, but doesn't take a slave (4-0).

Our exploring warrior heads back to Milan, having discovered the spices but no very good city site.

Rome slavery --> spearman.

Rome clan --> settler next turn.

Milan archer --> spearman.


2140 (10): The two remaining Siamese warriors move next to Rome. An elite archer perforates one, but we wait for healing before attacking the other, which we'll be able to do with a slaver unless the warrior makes a suicide attack (5-0).

Three slaver victories this round generated one slave.

Three elite victories this round didn't produce a Great Leader.
 
Three contacts this early isn't especially pleasant, but we've only seen initial-rush regular warriors so far. Perhaps they're all our enemies can move through the mountains.

We have two obvious choices for our new settler: (1) a short march to found a coastal city three tiles north of Rome, with three BG and two tiles of overlap with Rome, or (2) a longer journey to claim the southern spices, along with the BG and the whale in the area, and if we're lucky perhaps resources we can't see yet. I'd choose the latter, since we badly need a luxury, but it's a close call. If we found the spice city, building a road to it will have to be the priority of our worker force, after mining and roading one or two more BG around Rome.

Oh, I see I didn't indicate site (2) on the second screenshot. I meant the grassland coastal tile just north of the more northeasterly spice tile.

Right now the lux rate is at 40%, but as soon as we can get back to working the river tile outside Rome presently occupied by the Siamese warrior we can return it to 30%. We need to accept whatever lux rate is necessary to keep Rome at +4 food until it reaches size eight in five turns, because then, with slavery turning sixteen shields into twenty, we'll be able to produce one-turn spearmen and archers there.

I have Milan set to produce one more spearman, but if the next player feels it would be safe to switch that build to slavery before it completes, that would be excellent.

The slave SE of Rome can stack with our three workers next turn, and begin a road while they mine.
 
The battlefront:

Rat41-2140BCi.jpg


The southern spices:

Rat41-2140BCii.jpg
 
Nice turns :goodjob: Getting and protecting slaves is crucial to develop the land.

I agree to grow Rome to size 8 to get 20spt. This way we will also be able to get the Great Library much faster. The way I see it, it is clear that the northern passage is blocked by mountains and thus we will only see warriors. Not even enslavers can pass them and that's good for us.

By the way, when ships drop enslavers, this process can be seen. Hence, do keep an eye on Viking boats as they will surely drop units at our site sooner or later. On fast unit at the coast might help as well long term.

I would also build next city at spot #2 and connect spices as soon as possible. We can't afford such a high lux too long.
 
ThERat
CommandoBob
Northern Pike
M60A3TTS - up
Elephantium
vmxa
 
I just found this new CCM succession game and I´m very excited about it. :woohoo:
I will read your reports with great interest and and your reports will also be used to improve the quality of this mod. I have noted your remarks about an update of the civilopedia for governments and I will have a look on it. Thank you all very much. :)

I never played an always war game, so I´m also very curious about such a way of playing C3C. In the ancient era Rome/Italy is very strong not only with units, but especially with the unique "barracks"-building for that civ. For Rome/Italy it´s crucial to have an early access to iron. On the other side, the Italian tanks in the industrial era are somewhat lousy.

To darski: Please try the mod. I hope you will like it. If you have any questions about CCM you can ask me in the CCM thread and I will try to answer these questions. On the other side at present I don´t have a good internet connection and may be the answer will take some time or another civer is quicker with the reply, what wouldn´t be bad, either. :)

I wish good luck to all players and much fun with the game. :)
 
IBT- Persia finishes Temple of Baalbek.

2100BC- Enslaver kills reg I-C warrior

1980BC- Whack 4 I-C warriors at Rome. Vet chariot promotes elite

1940BC- Rome gets a culture pop

1820BC- Venice founded and start Roman symbol. Elite enslaver dies to reg I-C warrior. 2 other I-C warriors perish at the gates of Rome.

1740BC- Pick up another chariot. Roading away with workers and done.

Plenty of troops available in Rome. 2 battles with Indo-China was the extent of combat.
 

Attachments

Had a look at the save.

A pity to lose an enslaver, but that is bound to happen. I would change Milan to slavery now and maybe change Naples the turn we get writing to an academy to avoid too many troops.

Likewise, all cities can build academies before troops as the situation looks pretty stable to me.

I would pull a few archers to Naples though and some units south to our other cities.

Elphantinum is up
 
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